Knot
(Alteration)
(desreveR)
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Effect: This cantrip
of the permutation of the tie cantrip.
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It causes the thread, string,
cord, or [rope] to knot itself in such a manner as to be very difficult
to untie,
and from 2-8 rounds,
minus dexterity
bonus for reaction of the individual untying the knot,
to undo.
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It works even on material
already affected by a tie cantrip,
but not on magical ropes,
ropes being held onto by
a character or creature,
or taut lines such as bowstring.
C: The caster verbalizes a low zzzz sound while moving the arm forward with a strong wrist motion.
WSG: A character with
proficiency in rope use can loosen the
knot in 1d4 rounds, minus
his dexterity bonus for reaction (but a
minimum of 1 round in any
case).
UA: The knot cantrip JOINS 2 ropes, as if
the caster had the Use Rope skill.
Further, it takes 2-8 rounds (- Dex Reaction
Bonus) to HALVE 2 ropes which have been given a knot.
(You normally need Use Rope in order to
JOIN 2 ropes.)
(You normally need Use Rope in order to
KNOT 2 joined ropes.)
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